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About us

SYKO studio was founded by two passionate partners with complementary skills and experience: fine arts, PhD in computer science, management, engineering, technology, education, entrepreneurship. They know each other well and have been working together for many years.

Alex SABOURET

Director, CEO – In charge of Marketing, UX and Instructional Design

Alexandre SABOURET

A graduate of ESCP Business School and a Master of Research in Organizational Management, Alexandre first worked for 10 years in SMEs and large companies in various management positions. He then acquired a double experience of 10 years as an entrepreneur in the serious gaming sector and as an associate professor at the CNAM. Alexandre was born in Tokyo and lived there for 18 years. Bilingual, he has been the official interpreter since 1995 for the Japanese SAMU in France for one week a year. This experience has made him aware of the problems of the hospital world. Passionate about languages, Alexandre also speaks English, German, Spanish and Italian. This interest in other languages and cultures forges his open-mindedness and enthusiasm, which are necessary to make SYKO studio a success.

Patrice BOUVIER

Associate Director, CTO – In charge of R&D and Innovation and Technical manager

Patrice BOUVIER

Graduated in 2009 with a PhD in computer science in the field of virtual reality. Then post-doctorate on the analysis of engagement in playful or serious games. Patrice is a specialist of the experience felt by a user during a technological and social activity such as virtual reality or video games. He taught for 6 years in engineering school and IUT of computer science. Since 2014, he evaluates every year research papers submitted to the CSEDU conference (International Conference on Computer Supported EDUcation). Occasionally, he evaluates papers submitted to the journals Simulation & Gaming, UMUAI or IJTHE (International Journal of Technologies in Higher Education). Patrice is always on the lookout for technological innovations and uses and proposes the best practical solutions for a given problem. His human-centered and emotional approach makes him an asset to the success of SYKO studio’s various projects.

The SYKO studio team

Ecosystem

Our approach

By reading the previous pages of this site you will have understood our occupation: designing and creating experiential training products. Our goal: to provide relevant, memorable, engaging and effective activities that make a real impact. Our ambition is to make people experience emotion in order to elicit fulfilment.

experiential training products
Without going so far as to talk about philosophy, SYKO studio’s approach revolves around 3 pillars:

  • plurality,
  • transversality,
  • and meaning.

Plurality

Our business means that we are confronted with complex issues with multiple facets: professional content, human factors of learners and trainers, technical and deployment constraints, to mention only the main issues. These must be observed from different angles in order to be fully understood: content, aesthetics, fun, marketing, pedagogical, scientific and technical.

At SYKO studio, thanks to our complementary skills and experience, these different angles of view are questioned and confronted in order to be better nourished. It is at the end of these stages of exchange and reflection, inside and outside the framework, that we arrive at a solution with the most appropriate product and use to respond to the problem. We therefore implement the opposite of a silo operation where each person comes to contribute his or her area of expertise, in series, one after the other.

 

Transversaliy

Whatever the field of application or the size of the project, whether internal or external, we apply our “plurality” approach described above. Likewise, the values that drive us are transversal to our projects and our conduct in our company: curiosity, listening, generosity, humility, awareness, risk-taking, quality, meeting deadlines and questioning.

We have already worked with hospitals, training organizations, research laboratories in paleontology or neurocognitive psychology, companies or event agencies. Our clients and partners appreciate our transversal approach and our ability to listen, understand and create the desired experience.

 

Meaning

Our ambition is to develop products that have an impact: users come out of the activity, from their experience, “different” from how they entered it. Initially, our products enable users to deepen or acquire knowledge and skills. Then, in a second phase, learners can gain in fulfillment by developing their autonomy and their ability to act at work.

It is to guarantee a real and lasting effect that emotions are an essential element of our experiential training. Indeed, emotions direct the users’ attention and strengthen their motivation, which results in fostering and consolidating memorization.

We are followers of a recent marketing approach known as the “4 E’s”: Experience, Emotion, Exclusivity and Engagement. We believe that by providing an immersive experience, we enable the user to feel a more intense and personal emotion. This feeling is perceived as exclusive and “speaks” to each one of us.

Our methodology in 5 steps

  1.  First of all, we listen to you: what are your projects, your needs, your expectations?
  2. Then, the exchanges with the various staff involved, the readings you have given us or visits to the field enable us to understand your business and your underlying problems.
  3.  We then define the content of the system – documentation, scenario – and its form – game, virtual reality, phygital or other – in order to propose the most suitable solution to achieve the desired impact while taking into account the cost and the deadlines.
  4. We then create the device and possibly determine the data to be collected and the indicators to be calculated and communicated.
  5.  Throughout the duration of the project, from design to use, we support you: regular exchanges during production, appropriation of the system by your teams and deployment, we are at your side.
game, virtual and mixed reality, transmedia

Some of our achievements

RESCUE 13

Training escape game

Escape game, space disaster atmosphere, training managers in collective intelligence and uncertainty management.

  • Training objective: Soft skills: Collective intelligence, Uncertainty management, Communication, Cooperation, Leadership, Stress management, Time management, Problem solving.
  • Nature of the project: Adventure, immersive and cooperative experience for 6 to 9 people, combining physical environment and digital devices (virtual reality, touch table, PC).
  • Work done: story board design, mood board, game design and escape game concept art. Design of the pedagogical scenario and narration in relation to the soft skills. Realization of the graphics and development of the computer software. Design and manufacture of the structure and the scenery of the 2 space shuttles (9m x 4m).

THE LAST QUEEN

educational escape game

Escape game to raise awareness of the problem of the disappearance of bees and the involvement of neonicotinoid insecticides in it.

  • Nature of the project: Adventure edutainment project carried out on behalf of Espace Mendès France, a scientific, technical and industrial culture centre of New Aquitaine, in Poitiers, France. Solving puzzles combining exploration in a real setting, cooperation and augmented reality in teams of 4 to 6 people.
  • Work done: Definition of the original idea, game design and concept art of the game. Design of the educational scenario and narration. Bibliographical and documentary research. Development of different software. Design and production of the setting.

EVASION

Video game facilitate the learning of reading

Video game to train visual attention of CP students to facilitate the learning of reading.

  • Nature of the project: 4 games on iOS and Android tablets developed for the Psychology and NeuroCognition Laboratory (LPNC, UMR CNRS Université Grenoble Alpes and Université de Savoie Mont-Blanc) as part of the e-FRAN Fluence/EVAsion research project.
  • Work done: Definition of the game design and concept art of the 4 games. Realization of the graphics and development of the games for Android and Apple tablets.

MISSIONS ON MARS

Mission game to explore the surface of Mars

Mission game to explore the surface of Mars and acquire key knowledge about the Red Planet.

  • Nature of the project: An edutainment adventure carried out on behalf of Espace Mendès France, a scientific, technical and industrial culture centre of New Aquitaine, in Poitiers, France. Immersive and cooperative experience for 4 to 9 people, alternating virtual reality and physical manipulations. Mobile device including a virtual reality headset, a control PC, a video projector and set panels.
  • Work carried out: Definition of the original idea, game design and concept art of the game. Design of the pedagogical scenario and narration. Bibliographical and documentary research. Realization of the graphics and development of the computer software

GOURMET QUEST

adventure video game on the theme of French gastronomy

Episodic adventure video game for the whole family on the theme of French gastronomy.

  • Nature of the project: 4 game episodes on Paris, Lyon, Bordeaux and Toulouse downloadable on iOS and Android stores offering a game experience of about 1 hour per episode. Gourmet Quest is both a long-running game requiring you to solve various puzzles and mini-games to progress in the adventure and a quiz game with more than 10,000 questions with detailed answers.
  • Work done: Definition of the original idea, game design and concept art of the game. Realization of the graphics and development of the games for Android and Apple tablets and smartphones.

CAT TRIP I: TREASURE ISLAND

Video game type puzzle game for children

Video game type puzzle game for children from 5 years old.

  • Nature of the project: Downloadable game on iOS and Android blinds. In the skin of an adorable little cat, children must solve the dreamlike puzzles of the landscapes of Turtle Island. They must develop feline reflexes, great agility and a little bit of thinking to succeed in finding the damn kibbles!
  • Work done: Definition of the original idea, the game design and the concept art of the game. Realization of the graphics and development of the game for Android and Apple tablets and smartphones.

IN ANIMA HOMINIS

PC and virtual reality game

A video game offering to play alternately a paleoanthropologist and Toumaï, our ancestor of 7 million years.

  • Nature of the project: PC and virtual reality game aiming on the one hand to highlight the work of researchers by making people understand the production of scientific knowledge and on the other hand to make players feel life in these ancient times.
  • Work done: Definition of the original idea, the game design and the concept art of the game. Bibliographical and documentary research.

THE HERMIONE

French language awareness video game

French language awareness video game for students in Louisiana (US) from 9 to 13 years old.

  • Nature of the project: Prototype of an interactive story-style game for Android and Apple tablets and smartphones. I’m barely twelve years old, I think. My name is Antoine Sieur and I was born in La Rochelle, a war arsenal on the Charente. My father entrusted me to the care of the ship’s cook of the Hermione. I’m going to be his helper on board, and become a sailor. I was going to take part in the most extraordinary journey; one that marks the history of peoples.
  • Work done: Definition of the game design and the concept art of the game. Bibliographical and documentary research. Realization of the graphics and development of the game prototype for Android and Apple tablets and smartphones.

VACUUM SAUVETAGE

Contemplative video game

Contemplative video game created for the event La Nuit des Galeries in Nantes, France.

  • Nature of the project: PC game offering an aesthetic, sound and interactive illustration of a world where absurdity and idleness reign. The player explores the island of Vacuum to save the designated people by taking them on board an aerostat moving at a frenetic pace.
  • Work done: Definition of the original idea, game design and concept art of the game. Realization of the graphics and development of the game.

TRAINING PRODUCTS DEDICATED TO THE HOSPITAL SECTOR

Together with hospital professionals, we design and develop effective, high-impact training products: transfusion safety, hospital fire safety, simulation of patient triage in the emergency department.

TRAINING PRODUCTS FOR SOFT SKILLS & MANAGEMENT

On the strength of our experience as trainers and our collaboration with HR managers of large companies and start-ups, we offer training courses that meet the challenges facing companies in the 21st century: communication, cooperation, stress and uncertainty management, etc.